net.minecraft.entity.projectile.FishingBobberEntity Java Examples
The following examples show how to use
net.minecraft.entity.projectile.FishingBobberEntity.
You can vote up the ones you like or vote down the ones you don't like,
and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: AutoFishHack.java From Wurst7 with GNU General Public License v3.0 | 5 votes |
@Override public void onReceivedPacket(PacketInputEvent event) { ClientPlayerEntity player = MC.player; if(player == null || player.fishHook == null) return; if(!(event.getPacket() instanceof PlaySoundS2CPacket)) return; // check sound type PlaySoundS2CPacket sound = (PlaySoundS2CPacket)event.getPacket(); if(!SoundEvents.ENTITY_FISHING_BOBBER_SPLASH.equals(sound.getSound())) return; if(debugDraw.isChecked()) lastSoundPos = new Vec3d(sound.getX(), sound.getY(), sound.getZ()); // check position FishingBobberEntity bobber = player.fishHook; if(Math.abs(sound.getX() - bobber.getX()) > validRange.getValue() || Math.abs(sound.getZ() - bobber.getZ()) > validRange.getValue()) return; // catch fish rightClick(); castRodTimer = 15; }
Example #2
Source File: AutoFishHack.java From Wurst7 with GNU General Public License v3.0 | 4 votes |
@Override public void onRender(float partialTicks) { if(!debugDraw.isChecked()) return; // GL settings GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glLineWidth(2); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_DEPTH_TEST); GL11.glDisable(GL11.GL_LIGHTING); GL11.glPushMatrix(); RenderUtils.applyRenderOffset(); FishingBobberEntity bobber = MC.player.fishHook; if(bobber != null) { GL11.glPushMatrix(); GL11.glTranslated(bobber.getX(), bobber.getY(), bobber.getZ()); GL11.glCallList(box); GL11.glPopMatrix(); } if(lastSoundPos != null) { GL11.glPushMatrix(); GL11.glTranslated(lastSoundPos.x, lastSoundPos.y, lastSoundPos.z); GL11.glCallList(cross); GL11.glPopMatrix(); } GL11.glPopMatrix(); // GL resets GL11.glColor4f(1, 1, 1, 1); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL11.GL_LINE_SMOOTH); }